Construction Yard - Cost: $N/A
All life for your campaign begins here. This is the most vital structure in the game, if it is destroyed, your chances of winning are very small! It is needed to construct other buildings, so defending it should be priority one.

Power Plant - Cost: $300
These are also vital structures, providing power to your base, allowing defences to defend, Construction Yards to construct, and Weapons Factorys to build tanks. Without the necessary amount of power plants, your base defences will not function, and it will drastically slow down, if not halt, your production of further units. Although some defences such as
the guard tower do not require power, your most powerful defences do.

Advanced Power Plant - Cost: $700
This large building produces double the power ouput of a single power plant - but costs less than building two single plants.

Hand of Nod - Cost: $300
This structure allows you to train troops and build base defences. Later, more defences and infantry will become available.

Ore Refinery - Cost: $2000
The Tiberium Refinery is the heart of your economy, and it is where your Miners deposit the Tiberium, which is then turned into cash by this structure. Defending this miner and structure is important as they, although strong, are an easy target for enemy commanders.

Communications Centre - Cost: $1000
The Radar activates the radar display, if it is destroyed; the radar screen is no longer visible.

Airfield - Cost: $2000
This building enables the construction of tanks, transports, miners and MCVs, thus making it very important to you. It works in a different manner to the GDI Weapoms Factory, in that, instead of vehicles being produced on the battlefield, they are produced elsewhere and airlifted in!

Repair Facility - Cost: $1200
This structure may cost $1200 but is a worthy long term investment as it can repair any damaged vehicles when they are placed on the platform. During this process a small fee is deducted from your finances, but this is much more viable considering the cost of purchasing a new unit.

Helipad - Cost: $1500
The Helipad allows aircraft to be constructed and rearmed.

Temple of Nod - Cost: $1800
The Temple of Nod is the centre of all Nod command! Not only that, but it blesses you with the ability to produce the devistating Nuclear Missile! Once the nuke has charged, you can target anywhere on the battlefield and once launched it cannot be stopped.

Silo - Cost: $150
When you harvest more ore than your refinery can hold, you will need to build a silo else the harvested money is lost. If it is captured or destroyed by the enemy, you loose the credits stored inside it.

Concrete Wall - Cost: $100
Walls are a static defence system designed to repulse enemy infantry and tanks. Certain vehicles can shoot over it, such as the SSM Launcher. Infantry can't shoot or pass through it.

Sandbag Wall - Cost: $50
Pretty straight forward, it's a wall of sandbags. It impeeds the progress of infantry, but tracked vehicles will just roll straight over it.

Turret - Cost: $600
Nod's anti-armour defence, it's mounted with a 105mm cannon to give everything a good pounding. It's heavilly armoured so it can take more punishment than the Obelisk, however it's not as good at dealing with infantry.

Obelisk of Light - Cost: $1500
The most formidable defence in the game, the sight of one scares even the most battle-hardened elite! It is similar to the laser, but much much more powerful; few units can withstand one bolt. Due to the immense amount of energy required to create the high power laser beam, the Obelisk requires huge amounts of power to operate.

SAM Site - Cost: $750
The SAM Launcher is Nod's anti-aircraft defence. It can only shoot at airborne targets. The missiles are slightly inaccurate, but have a long range.